Roadmap

The honest version. Dates are when a thing was accepted into the build, not when it began. Things begin earlier than the record admits.

Anchored

In the packaged build, or decided and written down, which here is the same thing.

  • Art direction converged A painted world, a drawn hero, and the drawing sometimes fails. September 2026.
  • Kai made from the illustration Image-to-3D, the drawing projected back as texture, rigged, with walk and run. 17 October.
  • Moved to Unreal Engine 5 Native build of the Havenwood courtyard with Kai and one resident. 19 to 20 October.
  • The look locked Ink lines, five value bands, paper grain, flat painted surfaces, no global illumination. 20 October.
  • Townsfolk from the drawing Five residents rebuilt through the image-to-3D route with built heads and hands. 21 to 22 October.
  • Modular town kit and the first street Seventeen pieces on a one-metre grid; the street laid out as a text file. 21 October.
  • Packaged Mac build Havenwood, 22 October, with title and pause menus and a local save.
  • First recording and movement clips Forty seconds of the build on the home page; three loops on the characters page. 22 October.
  • Story, world and mechanics written up The 2025 design documents condensed onto this site, marked as designed rather than built. 22 October.
  • Seaside lane and harbour Two new places on one continuous map, with quay, water and boat pieces added to the kit. 22 October.
  • Six new townsfolk From a second lineup drawing, with names, lines and two walking routes. Eleven residents in all. 22 October.
  • Church square, coast path and hill village Rebuilt from the paintings with ten new kit pieces; the town now reaches from the courtyard down to the sea and up to the chapel. 22 October.
  • Saving where you stand Continue puts Kai back on the spot and in the place he left, not at the courtyard. 22 October.
  • Sea walls on rock Rock masses and stepped footings so the walls stop rising straight out of the water. 24 October.
  • Frame rate Every place holds 120 frames a second in a 1280 by 720 window on the M1 Max, measured standing still. 24 October.

Weaving

The current batch, running as parallel streams: places, figures, game side, polish.

  • The chapel, inside A dim room behind the chapel door, with benches, a window and the afternoon sun.
  • Doors that open Walk up, face the door, press E: a short fade and Kai is through. The chapel door is the first.
  • Dyers' Steps A stepped court off the seaside lane, with drying cloths, dye vats and a loom.
  • Figure polish The Child's bob as hair, the Fisherman's hat flatter, the Shopkeeper's collar edge.

Unwritten

In order of likely attention, not promise. The order changes when nobody is looking.

  • Inside the shop The painting exists; the second interior, once doors work.
  • The seam The moment the drawing of Kai fails. Designed on paper, removed once as a glitch, to be done properly.
  • Camera collision on the courtyard tree The camera passes inside the canopy and shows the shard mesh. Seen in the first recording.
  • Frame rate at full size Measured at 1280 by 720 standing still. Full screen at Retina size, and a walk route, are not measured yet.
  • Story beats and Elara Kai's search for his sister, the first scenes that are not a town.

End of the painting.

The paint stops here. Past this line the town is not drawn, only described, and the description is restricted.

go anyway